refactor(runtime): own canonical entity and object lifetime
Introduce one presentation-free RuntimeEntityObjectLifetime for the exact entity directory and ClientObjectTable. Make GameWindow, graphical projections, retained UI, interaction, session routing, create/delete integration, and reset borrow that owner while preserving synchronous retail ordering, dormant retention, and retry semantics. Co-authored-by: Codex <codex@openai.com>
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40 changed files with 712 additions and 170 deletions
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@ -579,7 +579,7 @@ public sealed class GpuWorldStateVisibilityTests
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const uint landblock = 0x0101FFFFu;
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const uint cell = 0x01010001u;
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var state = new GpuWorldState();
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var runtime = new LiveEntityRuntime(
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var runtime = LiveEntityRuntimeFixture.Create(
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state,
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new DelegateLiveEntityResourceLifecycle(_ => { }, _ => { }));
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WorldSession.EntitySpawn first = Spawn(0x70000011u, cell);
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@ -624,7 +624,7 @@ public sealed class GpuWorldStateVisibilityTests
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landblock,
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new LandBlock(),
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Array.Empty<WorldEntity>()));
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var runtime = new LiveEntityRuntime(
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var runtime = LiveEntityRuntimeFixture.Create(
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state,
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new DelegateLiveEntityResourceLifecycle(_ => { }, _ => { }));
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WorldSession.EntitySpawn spawn = Spawn(guid, cell);
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